Magda rushes past Fog and her hand takes on the same golden nimbus when she calls on the spirits whose gifts fuel her power. She commands it in her native Skald. "Release this shell to the grave!" The witch has to trust that her power and the blessing of her spirit guardians would protect her from the pus leaking from the zombie.

Whoops. I thought we were still in the opening partial round.
@Fog> Luke has it right there. You'd need feats or magic items to improve your chance to hit at range. Enlarge actually makes you worse at ranged combat. Even if you had a bow your arrows would shrink back to normal size once they were fired.
For melee though, you get 10 foot reach, increased damage die, increased damage mod and the size penalty to hit balances out with the bonus to hit from your str increasing.
But the fire bolts do bypass zombie DR so there is that.

@Fog> Luke has it right there. You'd need feats or magic items to improve your chance to hit at range. Enlarge actually makes you worse at ranged combat. Even if you had a bow your arrows would shrink back to normal size once they were fired.

For melee though, you get 10 foot reach, increased damage die, increased damage mod and the size penalty to hit balances out with the bonus to hit from your str increasing.
But the fire bolts do bypass zombie DR so there is that.

Exactly, the DR is what I was going for. Still not had chance to work out where that +3 came from... Even at -5 though, I expect the touch attack hits a Zombie, but it wont crit. Using the rolls above and the pick two handed, I'd hit for 25 on the first hit, for 6 damage, and the crit confirm would be 17, and 24 damage (x4 crit).

So, I'll leave it up to the DM, because retconning that with such good rolls seems a little unbalanced! Either firebolt with a bit of damage, or a very squishy Zombie!

Since I changed all of your modifiers for you I thought you might find this useful.
These are Fog's different attack options while enlarged.
Mw Pick one handed, with shield: +4, 1d8+3, +2 AC
mw Pick one handed power attack with shield: +3, 1d8+ 5, +2 AC
mw Pick two handed: +4, 1d8+4
mw Pick two handed power attack +3, 1d8+8
CMB +5
Ranged -1
Includes strength increase and size mod to hit.

On Fog's sheet his normal (not enlarged) CMB should be +3
His normal CMD should be 13/15 because he has a bonus vs trip and bullrush as a dwarf.

I really am out of practice with this aren't I? I left the power attack out since I don't have too much time to work this out....Can Fog actually use the Pick two handed, since it's a one handed weapon?

Right. If they are designated as two handed then they can /only/ be used two handed but they generally have a higher damage spread.
Those categories also determine which weapons are possible or impossible to use if you have an oversized weapon.

Btw I made a mistake on the two handed power attack line.
Should be 1d8+7 damage. 4 strength + 3 power attack.

If Aldred straddles the snoring cultist (W11), he can get in at the zombie.

Whilst none of the other party members understand Magda's words, the spirit of her curses are plain, as she transfers her ward from the fleeing Fog to Aldred...

With a gulp, Aldred moves forward, and takes a swing at the zombie with his dagger; incredibly, he manages to find a weak spot, his dagger slicing across its leathery throat, severing tendons and causing its head to flop backwards. It sways drunkly for a few moments, before collapsing to the floor, unmoving.

"NOOO!", screams Fel, "My beautiful zombie! You will pay for that! I will see at least one of you DIE!"

Meanwhile, Fog continues to run, and the cultist continues to snore...

Being generous, here, because technically, Fel is still in melee with Aldred...

As Magda steps back with alacrity, and Aldred steps around the enraged cultist, Wadi carefully lines up a shot, and then flames the cult leader, slapping him straight in the face, and charring the flesh from his bone.

The injury, however, only seems to further anger the man, who glares at Wadi.

"You will be next!"

Magda then attempts to Hex Fel...

Will: 1d20 + 5 ⇒ (18) + 5 = 23.

...but he barely seems to notice.

Aldred then attempts to cast a spell, and, seeing an opening, the cult leader takes a swing...

MW Pick: 1d20 + 5 ⇒ (7) + 5 = 12, for 1d6 + 4 ⇒ (4) + 4 = 8 damage.

...but Aldred nimbly dodges out of the way, finishing his incantation, and causing Grease to appear beneath the cultist's feet.

Reflex: 1d20 - 1 - 2 ⇒ (18) - 1 - 2 = 15.

Fel sways for a moment, nearly losing his balance, but retains his footing.

"Is that all you have got? I will make the lot of you my new batch of minions!"

Meanwhile, the other cultist continues to snore, and Fog continues to flee, pausing only when he gets to the foot of the stairs, and hears moaning, and the shuffling of many feet, in the room above...

My bad with Aldred before. Thought he was going to step back at first before realizing he couldn't and then I forgot he was still in reach. Actually provoked for two different reasons with the move and spell but unless hehad combat reflexes it is all the same.

I was going to do the same thing before I saw Fel's acrobatics mod, but this evil eye will put him at -11. He cannot get out of the grease except by falling prone and crawling. If Alie doesn't get him with sleep pummel him at range.